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yaze/docs/internal/roadmaps/future-improvements.md
2025-11-21 21:35:50 -05:00

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# Future Improvements & Long-Term Vision
**Last Updated:** October 10, 2025
**Status:** Living Document
This document outlines potential improvements, experimental features, and long-term vision for yaze. Items here are aspirational and may or may not be implemented depending on community needs, technical feasibility, and development resources.
---
## Architecture & Performance
### Emulator Core Improvements
See `docs/E6-emulator-improvements.md` for detailed emulator improvement roadmap.
**Priority Items:**
- **APU Timing Fix**: Cycle-accurate SPC700 execution for reliable music playback
- **CPU Cycle Accuracy**: Variable instruction timing for better game compatibility
- **PPU Scanline Renderer**: Replace pixel-based renderer for 20%+ performance boost
- **Audio Buffering**: Lock-free ring buffer to eliminate stuttering
### Plugin Architecture (v0.5.x+)
Enable community extensions and custom tools.
**Features:**
- C API for plugin development
- Hot-reload capability for rapid iteration
- Plugin registry and discovery system
- Example plugins (custom exporters, automation tools)
**Benefits:**
- Community can extend without core changes
- Experimentation without bloating core
- Custom workflow tools per project needs
### Multi-Threading Improvements
Parallelize heavy operations for better performance.
**Opportunities:**
- Background ROM loading
- Parallel graphics decompression
- Asynchronous file I/O
- Worker thread pool for batch operations
---
## Graphics & Rendering
### Advanced Graphics Editing
Full graphics sheet import/export workflow.
**Features:**
- Import modified PNG graphics sheets
- Automatic palette extraction and optimization
- Tile deduplication and compression
- Preview impact on ROM size
**Use Cases:**
- Complete graphics overhauls
- HD texture packs (with downscaling)
- Art asset pipelines
### Alternative Rendering Backends
Support beyond SDL3 for specialized use cases.
**Potential Backends:**
- **OpenGL**: Maximum compatibility, explicit control
- **Vulkan**: High-performance, low-overhead (Linux/Windows)
- **Metal**: Native macOS/iOS performance
- **WebGPU**: Browser-based editor
**Benefits:**
- Platform-specific optimization
- Testing without hardware dependencies
- Future-proofing for new platforms
### High-DPI / 4K Support
Perfect rendering on modern displays.
**Improvements:**
- Retina/4K-aware canvas rendering
- Scalable UI elements
- Crisp text at any zoom level
- Per-monitor DPI awareness
---
## AI & Automation
### Autonomous Debugging Enhancements
Advanced features for AI-driven emulator debugging (see E9-ai-agent-debugging-guide.md for current capabilities).
#### Pattern 1: Automated Bug Reproduction
```python
def reproduce_bug_scenario():
"""Reproduce a specific bug automatically"""
# 1. Load game state
stub.LoadState(StateRequest(slot=1))
# 2. Set breakpoint at suspected bug location
stub.AddBreakpoint(BreakpointRequest(
address=0x01A5C0, # Enemy spawn routine
type=BreakpointType.EXECUTE,
description="Bug: enemy spawns in wall"
))
# 3. Automate input to trigger bug
stub.PressButtons(ButtonRequest(buttons=[Button.UP]))
stub.HoldButtons(ButtonHoldRequest(buttons=[Button.A], duration_ms=500))
# 4. Wait for breakpoint
hit = stub.RunToBreakpoint(Empty())
if hit.hit:
# 5. Capture state for analysis
memory = stub.ReadMemory(MemoryRequest(
address=0x7E0000, # WRAM
size=0x10000
))
# 6. Analyze and log
analyze_enemy_spawn_state(hit.cpu_state, memory.data)
return True
return False
```
#### Pattern 2: Automated Code Coverage Analysis
```python
def analyze_code_coverage():
"""Find untested code paths"""
# 1. Enable disassembly recording
stub.CreateDebugSession(DebugSessionRequest(
session_name="coverage_test",
enable_all_features=True
))
# 2. Run gameplay for 10 minutes
stub.Start(Empty())
time.sleep(600)
stub.Pause(Empty())
# 3. Get execution trace
disasm = stub.GetDisassembly(DisassemblyRequest(
start_address=0x008000,
count=10000,
include_execution_count=True
))
# 4. Find unexecuted code
unexecuted = [line for line in disasm.lines if line.execution_count == 0]
print(f"Code coverage: {len(disasm.lines) - len(unexecuted)}/{len(disasm.lines)}")
print(f"Untested code at:")
for line in unexecuted[:20]: # Show first 20
print(f" ${line.address:06X}: {line.mnemonic} {line.operand_str}")
```
#### Pattern 3: Autonomous Bug Hunting
```python
def hunt_for_bugs():
"""AI-driven bug detection"""
# Set watchpoints on critical variables
watchpoints = [
("LinkHealth", 0x7EF36D, 0x7EF36D, True, True),
("LinkPos", 0x7E0020, 0x7E0023, False, True),
("RoomID", 0x7E00A0, 0x7E00A1, False, True),
]
for name, start, end, track_reads, track_writes in watchpoints:
stub.AddWatchpoint(WatchpointRequest(
start_address=start,
end_address=end,
track_reads=track_reads,
track_writes=track_writes,
break_on_access=False,
description=name
))
# Run game with random inputs
stub.Start(Empty())
for _ in range(1000): # 1000 random actions
button = random.choice([Button.UP, Button.DOWN, Button.LEFT,
Button.RIGHT, Button.A, Button.B])
stub.PressButtons(ButtonRequest(buttons=[button]))
time.sleep(0.1)
# Check for anomalies every 10 actions
if _ % 10 == 0:
status = stub.GetDebugStatus(Empty())
# Check for crashes or freezes
if status.fps < 30:
print(f"ANOMALY: Low FPS detected ({status.fps:.2f})")
save_crash_dump(status)
# Check for memory corruption
health = stub.ReadMemory(MemoryRequest(
address=0x7EF36D, size=1
))
if health.data[0] > 0xA8: # Max health
print(f"BUG: Health overflow! Value: {health.data[0]:02X}")
stub.Pause(Empty())
break
```
#### Future API Extensions
```protobuf
// Time-travel debugging
rpc Rewind(RewindRequest) returns (CommandResponse);
rpc SetCheckpoint(CheckpointRequest) returns (CheckpointResponse);
rpc RestoreCheckpoint(CheckpointIdRequest) returns (CommandResponse);
// Lua scripting
rpc ExecuteLuaScript(LuaScriptRequest) returns (LuaScriptResponse);
rpc RegisterLuaCallback(LuaCallbackRequest) returns (CommandResponse);
// Performance profiling
rpc StartProfiling(ProfileRequest) returns (CommandResponse);
rpc StopProfiling(Empty) returns (ProfileResponse);
rpc GetHotPaths(HotPathRequest) returns (HotPathResponse);
```
### Multi-Modal AI Input
Enhance `z3ed` with visual understanding.
**Features:**
- Screenshot → context for AI
- "Fix this room" with image reference
- Visual diff analysis
- Automatic sprite positioning from mockups
### Collaborative AI Sessions
Shared AI context in multiplayer editing.
**Features:**
- Shared AI conversation history
- AI-suggested edits visible to all users
- Collaborative problem-solving
- Role-based AI permissions
### Automation & Scripting
Python/Lua scripting for batch operations.
**Use Cases:**
- Batch room modifications
- Automated testing scripts
- Custom validation rules
- Import/export pipelines
---
## Content Editors
### Music Editor UI
Visual interface for sound and music editing.
**Features:**
- Visual SPC700 music track editor
- Sound effect browser and editor
- Import custom SPC files
- Live preview while editing
### Dialogue Editor
Comprehensive text editing system.
**Features:**
- Visual dialogue tree editor
- Text search across all dialogues
- Translation workflow support
- Character count warnings
- Preview in-game font rendering
### Event Editor
Visual scripting for game events.
**Features:**
- Node-based event editor
- Trigger condition builder
- Preview event flow
- Debug event sequences
### Hex Editor Enhancements
Power-user tool for low-level editing.
**Features:**
- Structure definitions (parse ROM data types)
- Search by data pattern
- Diff view between ROM versions
- Bookmark system for addresses
- Disassembly view integration
---
## Collaboration & Networking
### Real-Time Collaboration Improvements
Enhanced multi-user editing.
**Features:**
- Conflict resolution strategies
- User presence indicators (cursor position)
- Chat integration
- Permission system (read-only, edit, admin)
- Rollback/version control
### Cloud ROM Storage
Optional cloud backup and sync.
**Features:**
- Encrypted cloud storage
- Automatic backups
- Cross-device sync
- Shared project workspaces
- Version history
---
## Platform Support
### Web Assembly Build
Browser-based yaze editor.
**Benefits:**
- No installation required
- Cross-platform by default
- Shareable projects via URL
- Integrated with cloud storage
**Challenges:**
- File system access limitations
- Performance considerations
- WebGPU renderer requirement
### Mobile Support (iOS/Android)
Touch-optimized editor for tablets.
**Features:**
- Touch-friendly UI
- Stylus support
- Cloud sync with desktop
- Read-only preview mode for phones
**Use Cases:**
- Tablet editing on the go
- Reference/preview on phone
- Show ROM to players on mobile
---
## Quality of Life
### Undo/Redo System Enhancement
More granular and reliable undo.
**Improvements:**
- Per-editor undo stacks
- Undo history viewer
- Branching undo (tree structure)
- Persistent undo across sessions
### Project Templates
Quick-start templates for common ROM hacks.
**Templates:**
- Vanilla+ (minimal changes)
- Graphics overhaul
- Randomizer base
- Custom story framework
### Asset Library
Shared library of community assets.
**Features:**
- Import community sprites/graphics
- Share custom rooms/dungeons
- Tag-based search
- Rating and comments
- License tracking
### Accessibility
Make yaze usable by everyone.
**Features:**
- Screen reader support
- Keyboard-only navigation
- Colorblind-friendly palettes
- High-contrast themes
- Adjustable font sizes
---
## Testing & Quality
### Automated Regression Testing
Catch bugs before they ship.
**Features:**
- Automated UI testing framework
- Visual regression tests (screenshot diffs)
- Performance regression detection
- Automated ROM patching tests
### ROM Validation
Ensure ROM hacks are valid.
**Features:**
- Detect common errors (invalid pointers, etc.)
- Warn about compatibility issues
- Suggest fixes for problems
- Export validation report
### Continuous Integration Enhancements
Better CI/CD pipeline.
**Improvements:**
- Build artifacts for every commit
- Automated performance benchmarks
- Coverage reports
- Security scanning
---
## Documentation & Community
### API Documentation Generator
Auto-generated API docs from code.
**Features:**
- Doxygen → web docs pipeline
- Example code snippets
- Interactive API explorer
- Versioned documentation
### Video Tutorial System
In-app video tutorials.
**Features:**
- Embedded tutorial videos
- Step-by-step guided walkthroughs
- Context-sensitive help
- Community-contributed tutorials
### ROM Hacking Wiki Integration
Link editor to wiki documentation.
**Features:**
- Context-sensitive wiki links
- Inline documentation for ROM structures
- Community knowledge base
- Translation support
---
## Experimental / Research
### Machine Learning Integration
AI-assisted ROM hacking.
**Possibilities:**
- Auto-generate room layouts
- Suggest difficulty curves
- Detect similar room patterns
- Generate sprite variations
### VR/AR Visualization
Visualize SNES data in 3D.
**Use Cases:**
- 3D preview of overworld
- Virtual dungeon walkthrough
- Spatial room editing
### Symbolic Execution
Advanced debugging technique.
**Features:**
- Explore all code paths
- Find unreachable code
- Detect potential bugs
- Generate test cases
---
## Implementation Priority
These improvements are **not scheduled** and exist here as ideas for future development. Priority will be determined by:
1. **Community demand** - What users actually need
2. **Technical feasibility** - What's possible with current architecture
3. **Development resources** - Available time and expertise
4. **Strategic fit** - Alignment with project vision
---
## Contributing Ideas
Have an idea for a future improvement?
- Open a GitHub Discussion in the "Ideas" category
- Describe the problem it solves
- Outline potential implementation approach
- Consider technical challenges
The best ideas are:
- **Specific**: Clear problem statement
- **Valuable**: Solves real user pain points
- **Feasible**: Realistic implementation
- **Scoped**: Can be broken into phases
---
**Note:** This is a living document. Ideas may be promoted to the active roadmap (`I1-roadmap.md`) or removed as project priorities evolve.